Recompiling code: Difference between revisions
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Before continuing, make sure that Fortress Blast is [[Installation|installed and working]] on your | Before continuing, make sure that Fortress Blast is [[Installation|installed and working]] on your server. | ||
The <code>tf/addons/sourcemod/scripting/fortress_blast.sp</code> file contains the uncompiled code that you can freely edit. To edit it, you need to have an understanding of SourcePawn (similar to C++). | The <code>tf/addons/sourcemod/scripting/fortress_blast.sp</code> file contains the uncompiled code that you can freely edit. To edit it, you need to have an understanding of SourcePawn (similar to C++). |
Latest revision as of 21:22, 6 June 2023
Before continuing, make sure that Fortress Blast is installed and working on your server.
The tf/addons/sourcemod/scripting/fortress_blast.sp
file contains the uncompiled code that you can freely edit. To edit it, you need to have an understanding of SourcePawn (similar to C++).
Note that any changes you make to the uncompiled code will not be reflected in-game. Before you compile any changes to the code, you first need Fortress Blast's dependencies:
- Download More Colors and place the .inc file into
tf/addons/sourcemod/scripting/include
. - Download Advanced MOTD and place the .inc file into the same directory as above.
Once the dependencies are installed, you can compile your changes by dragging the uncompiled code file into compile.exe
or compile.sh
in the scripting directory. The compiler will create the file tf/addons/sourcemod/scripting/compiled/fortress_blast.smx
. Move this into the tf/addons/sourcemod/plugins
directory.
If the changed code compiles successfully and runs as expected in-game, you can fork the main repository and submit a pull request with a detailed description of what your changes do.